ZBrushCentral

Texture xxxx X xxxx became 1024x1024. Why???

Hi all,

I have a problem and i can’t got a satisfatory answer. Meybe here I can get it. Let’s go.

Step-by-step.

  • I import a .obj into ZB

  • I create a texture with 2048 x 2048 and then click “NEW”.

  • turn off Zadd

  • go to geometry and subdiv 6

  • go to texture and click colorize > Txr>Col

  • Paint my model and . . . . .

When I click Col>Txr happens the mistery…

The texture have a 1024 x 1024 size… .

Why happens this ??? I started a new texture with 2040 x 2048 ???

Where I wrong ???

Anyone can help me ??

Thanks a lot.

You’ve got an extraneous step up there, which I marked in red.

That function turns the selected texture (which you just created) into polypaint (a blank texture in this case) and then sort of “deactivates” it. So basically you have no texture selected when you hit the “Col>Tex” button, and by default it creates a 1024x1024 texture if no other texture has been created.

If what you simply want to do is polypaint, and then capture that detail as a texture, it is not necessary to create the texture first. Just hit “colorize” in the Texture section of the Tool menu, paint away, and when you are ready to transfer that to a texture, create your texture (at 2048x2048, or whatever size is needed), then hit Col>TXr. Whatever you have polypainted will then be transferred to that texture as an image map based on the mesh’s UVs.

I forgot a detail…

The .obj have a UV coord.

Make sure the UVs are active before creating the texture from the polypaint. “EnableUV” in the Tool/Texture menu.

But Bingo_jackson, i need use a texture with 2048 x 2048.

Can I send a sample .txt to you play ???

I answered this question as best as I understood it in my original post.

  1. Import your mesh.

  2. Go to the Texture menu of the Tool section. Hit “Colorize”.

(Do not press Tex>Col, unless you specifically need this functionality. This button is for use when you already have an existing texture, and would like to convert that existing texture into Colors directly on the polygons, via polypaint. If you do need to use this, make sure to reselect the 2048 texture in the texture menu before you want to transfer further detail to it)

  1. Paint as desired.

4)When you want to create a texture from the polypaint, create a new texture in the texture menu at 2048 x2048, or whatever the desired size is. If no other texture is created /selected when you press Col>Txr, it will create one at a default size of 1024 x 1024.

This will temporarily overwrite your polypaint in the window with the blank texture, but the polypaint detail has not gone anywhere.

5)Make sure UVs are enabled. Press Col>Txr in the Texture section of the Tool menu. This will transfer that polypaint detail to that selected 2048x2048 texture image.

Well done Scott.

Thanks for your information…

I´ll try it.

I am having trouble with this.
I follow Scott’s steps except for AUV tiling but no change occurs to the texture I created when I press Col>Tex. Here’s my flow:

  1. Import .obj
  2. Click AUV tiles
  3. Subdivide
  4. Polypaint
  5. Set resolution of texture and press create
    (texture is created with foreground colour and polypainting disappears)
  6. Click Col>Tex
    (no change)

If I select No Texture, the Col>Tex works fine but at 1024. Why must all the functionality and customisation be so hidden in Zbrush? It is infuriating.

Yes this is not working properly, on my machine either. It works just fine on my coworkers machine, but not on mine… There has to be a setting somewhere we are overlooking.

I sorted it out for me.

  1. Texture > set size to 2048x2048 > New
    polypaint disappears
  2. Make small alteration
  3. Col>Tex
    polypaint reappears!

Without making this small alteration to the polypaint, this doesn’t seem to work.